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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Finding Harmony Town Competition
Thread: Finding Harmony Town Competition This thread is 43 pages long: 1 2 3 4 5 ... 10 20 30 ... 39 40 41 42 43 · «PREV / NEXT»
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 03, 2008 11:59 PM

Looking good.  The deadline is NEXT friday, the 11th.

Still looking for a judge.
____________
How exactly is luck a skill?

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 04, 2008 12:02 AM
Edited by Adrius at 23:02, 11 Jul 2008.

Town name: Temple

Also known as: The Heretics, The Corrupted, or by other races: “Chaos filth”
Associated colors:  Black, Dark Grey and Red
Worship: Urgash and all his demon lords
Core Philosophy: “Chaos is inevitable, join us and shape the new world”
Country / kingdom: Argash, the Dark Plains
Capital city: None, they’re spread out all over the land, Chaos needs no Order
Key symbols: Unicursal Hexagram, Ouroboros (the snake that eats its own tail), the Book of Secrets

History: In the future Ashan, Urgash’s portals has remained silent for a long time; some say that they’ve been closed forever. Chaos once again trusts the humans to do its bidding, as they are easily tricked by promises of power and wealth. The Heretics’ land, Argash, is the areas conquered by Urgash human servants; it is his foothold in Ashan, where his minions gather for his next move. They are however, already a force to be reckoned with, as many of them are able to connect to his plane and use the powers of Chaos.

Creatures:

Tier 1: Heretic  
Appearance: your ordinary human, looks starved and weak, but is quite deadly with his fists alone, wears only a black piece of cloth hanging around his waist and down. His body is marked by ritualistic tattoos.
Description: The heretics are the people of Argash and its basic military. Their bodies are frail from years of playing with Chaos magic, but their pure will makes them dangerous opponents. They are also blessed with the madness of Urgash, and all carry a small amount of Chaos Energy in their minds.
Abilities: Small Creature, Chaos Minion (This creature increases your hero’s Chaos Energy by half of the number of creatures in the stack.)

Tier 1 Upgrade 1: Sacrificer
Appearance: Red tattoos, shakes and trembles as if possessed.
Description: Sacrificers are even more fanatic than the Heretics, and will gladly sacrifice themselves in the name of Chaos. The Cultists is able to focus the energies of the sacrificed into the souls of the remaining, and grant them strength to battle even the greatest enemy.
Abilities: Small Creature, Chaos Minion (This creature increases your hero’s Chaos Energy by half of the number of creatures in the stack.), Sacrificer (Activated ability, this creature can sacrifice half of its stack to gain 400% damage on its next strike. The stack is halved so it’s actually only 200% damage, but you can also get luck! The hero’s Chaos Energy is also increased by the sacrificed creatures’ Chaos Energy * 5. Meaning 50 sacrificed creatures will give you 25 * 5 = 125 Chaos Energy, the Energy bonus lasts until the end of battle.)

Tier 1 Upgrade 2: Blood Warriors
Appearance: A Heretic with light armour and two knifes
Description: When more might is needed than magic the Cultist call upon the Blood Warriors, talented soldiers with cursed blades.
Abilities: Small Creature, Chaos Minion (This creature increases your hero’s Chaos Energy by half of the number of creatures in the stack.), Cursed Blades (This creature’s attack will cause a random level 1 Dark Magic spell.), Armoured

Tier 2: Flesh Ripper
Appearance: A small red and white creature with large legs and small arms, it has large claws on the back of its legs.)
Description: The Flesh Rippers were once normal animals, but Cultists’ Magic turned them into hideous beasts with an unquenchable bloodlust. In battle, the Flesh Ripper jumps forward and drive its hidden claws into the enemy’s body.
Abilities: Small Creature, Crippling Wound, 50 % Fire Proof

Tier 2 Upgrade 1: Spine Ripper
Appearance: The colour has changed to Dark Grey, and its eyes glow in green.
Description: Spine Rippers are faster and more dangerous than Flesh Rippers. They carry a special poison in their claws which can cause serious damage to the target’s mind.
Abilities: Small Creature, Crippling Wound, Ripper Poison (This creature’s attack reduces the targeted enemy’s luck, attack and defence by 1. This ability doesn’t work against mechanical, undead or elemental creatures. The effect lasts for 3 turns and is not stackable.)

Tier 2 Upgrade 2: Flesh Shredder
Appearance: A pure dark creature with steel-like claws.
Description: The Flesh Shredder carries a special gene which makes it produce a steel layer on the outside of its claws. None know how, but it makes the Flesh Shredder a fearsome opponent, a creature whose body is naturally armed.
Abilities: Small Creature, Flesh Wound (Crippling wound has two chances to trigger; soldier’s luck does not affect this ability.), 50 % Fire Proof

Tier 3: Sorcerer (Mage)
Appearance: A human in a black, ornamented robe, holds a big book tightly in his hands. Its face is hidden by the hood of its robe, with only its red eyes glaring from the darkness.
Description: Humans are easy prey for the temptation of Chaos, and arrogant mages, hungry for knowledge and power are even easier to seduce. These mages have been given the Book of Secrets by the demons, a book that holds great knowledge but curses the bearer to forever serve Chaos. (The book turns to ashes as the Sorcerer dies, to prevent the secrets from leaking out.)
Abilities: Small Creature, Shooter, Caster (Eldritch Arrow, Sorrow)

Tier 3 Upgrade 1: Chaos Sorcerer
Appearance: The robe now has a slight, red glow around it, and the book is ablaze with flames.
Description: The Sorcerer’s mind has been completely consumed by the Book’s temptations, and its soul is completely open to Chaos Energies. With this transformation, the Sorcerer loses his ability to use normal magic, but the Cultist can control him directly to use Chaos Magic.
Abilites: Small Creature, Shooter, Caster (Mindwarp, Energy Morph- he morphs Mana/Chaos Energy for the hero or another creature, not himself), Chaos Herald (This creature increases your hero’s Chaos Energy by the total number of creatures in the stack.)

Tier 3 Upgrade 2: Vortex Sorcerer
Appearance: Robe with blue glow, golden ornamented
Description: Some Sorcerers are not so easily corrupted by the powers of the Book of Secrets, and can use its powers without losing their mind completely. Unfortunately, not all are born to wield such power, and the Cultist must be careful with them as they tend to explode in dark energies.
Abilities: Small Creature, Shooter, Caster (Ice Bolt, Decay,Teleportation), Rejuvenate (Activated Ability, the Vortex Sorcerer recharges his Mana to maximum.), Energy Vortex (Upon death, the Vortex Sorcerer’s energies becomes unstable and explodes, damaging all units around it. The damage inflicted is 80% of the damage in the blow that killed the the Vortex Sorcerer.

Tier 4: Horror Manticore
Appearance: A Black Manticore with wings engulfed in flames
Description: The Horror Manticore is a relatively new creature to the Cultist army, and the only creature with wings. While not as strong as a normal Manticore, it is still a fearsome opponent and should not be taken lightly.
Abilities: Large Creature, Flyer, Immune to Dark Magic

Tier 4 Upgrade 1: Dread Manticore
Appearance: The flames are much darker and intense than before.
Description: Dread Manticores are created by using the soul of a traitor Heretic and fusing it with the Manticore, it ensures eternal suffering for the traitor, as well as making the Manticore much more powerful.
Abilities: Large Creature, Flyer, No Enemy Retaliation, Chaos Mark (When this creature attacks or retaliates it leaves a curse that increases the amount of damage that the marked creature receives by 10%, the mark is stackable and can be removed by cleansing and Lay Hands.), Immune to Dark Magic

Tier 5 Upgrade 2: Gloom Manticore
Appearance: The flames are gone, and it looks weaker and more desperate.
Description: The Gloom Manticore is an experiment made by sorcerers; its Chaos Energy has been enhanced and then removed multiple times, pressurizing it until it’s strong enough. The result is a creature far more durable than the normal Horror Manticore.
Abilities: Large Creature, Flyer, Unlimited Retaliation, Gloomshield (This creature gains a 20% bonus to Defence for 1 turn whenever it suffers damage. The shield is not stackable and a second attack while already having the shield active will only renew the shield.) Immune to Dark Magic

Tier 5: Empusae
Appearance: A beautiful woman in brown clothing and blonde, glowing hair.
Description: Empusae are evil creatures that are commonly found along the roads of Ashan, where they lure travellers with their good looks and consumes their souls. They have a natural connection to the Chaos Plane, and are easily controlled by the Cultist’s magic.
Abilities: Small Creature, Shooter, Magic Proof 50%

Tier 5 Upgrade 1: Siren Empusae
Appearance: White clothing and green glowing hair.
Description: Siren Empusae are a rarer version of the Empusae, mostly found along beaches, and stories about them are told by many sailors. The Siren possesses a fantastic voice, which it often uses in combat.
Abilities: Small Creature, Shooter, Siren Scream (Acitvated ability, the Siren Empusae uses its fantastic voice to stun the enemy, its ATB value is reduced to 0. This ability can only be used once per combat.), Magic Proof 75%

Tier 5 Upgrade 2: Blazing Empusae
Appearance: Black Clothing and red glowing hair, its hands are engulfed in flames.
Description: Some Empusae have killed far too many and been consumed by their own lust for souls, they now only live for the hunt, and will not stop until everything’s been scorched to ashes.
Abilities: Small Creature, Shooter, Rain of Fire (Activated ability, the Blazing Empusae gets to attack two times with 50% damage each.), Magic Proof 75%

Tier 6:  Hell Reaper
Appearance: A Black Knight with a full armour set and a scythe on his back.
Description: Hell Reapers are lesser Cultists devoted to the art of close combat. Their heavy scythes can deal massive damage to several enemies at a time while their magic allows teleportation.
Abilities: Large Creature, Teleportation, Hell Scythe (This creature attacks the 4 adjacent tiles in the line of attack.), Chaos Lord (This creature increases your hero’s Chaos Energy by the total number of creatures in the stack * 2.)


Tier 6 Upgrade 1: Demigod Reaper
Appearance: Same Knight but with a hood instead of helmet and a flaming scythe.
Description: Demigod Reapers are bloodthirsty warriors whose scythes have been possessed by vengeful Demon spirits. The scythe’s blade will consume anyone who it deems weak in combat, making it one of the most feared units in the Cultist’s army.
Abilities: Large Creature, Teleportation, Demon Scythe (This creature attacks the 4 adjacent tiles in the line of attack and will immediately kill all creatures targeted with less than 20% of its original number of creatures.), Chaos Lord (This creature increases your hero’s Chaos Energy by the total number of creatures in the stack * 2.)

Tier 6 Upgrade 2: Shadow Reaper
Appearance: A Knight covered in mist, its scythe has two blades on each side.
Description: Some Reapers dislike brute force and choose to specialize in stealth instead; these warriors are known as Shadow Reapers. They use Magic to create a mist which makes them hard to hit, while their dual-bladed scythe strikes from nowhere.
Abilities: Large Creature, Shadow Mist (Any non-magical attack against this creature has a 25% chance to miss. There can be at most 3 hits/misses in a row on all stacks with this ability, after which the fourth try will be forced to miss (after 3 hits) or hit (after 3 misses). This counter is global (for all stacks), not tied to each stack.), Chaos Lord (This creature increases your hero’s Chaos Energy by the total number of creatures in the stack * 2.)

Tier 7: Chaos Hydra (Hydra, duh…)
Appearance: An armoured Hydra with flames pouring out from its 4 heads, it has large spikes along its spine and tail and a red/black colour.
Description: It isn’t easy to taint the mind of beasts with Chaos Energy, but some Cultists know the art. Their favourite subject is the Hydra, whose 4 brains can withstand a large amount of Energy while not being strong enough to resist it.
Abilities: Large Creature, Shooter, 4 Shot Attack (This creature fires 4 shots with 25% damage each), Chaos Taint (Each shot fired by this creature reduces the maximum Health, Attack, Defense and Damage of the target by 1 %, a lucky shot reduces them by 2%.), Immune to Mind Control

Tier 7 Upgrade 1: Abyss Hydra
Appearance: An armoured Black/Red Hydra with 8 heads and red flames pouring from its mouths.
Description: The older, stronger Hydras are even harder to taint, but the hard work pays off, the Abyss Hydra is able to shoot 8 shots before the enemy reacts, leaving them cursed by the pressure of Chaos Energies.
Abilities: Large Creature, Shooter, 8 Shot Attack (This creature fires 8 shots with 12.5% damage each), Chaos Taint (Each shot fired by this creature reduces the maximum Health, Attack, Defense and Damage of the target by 1 %, a lucky shot reduces them by 2%.), Immune to Mind Control

Tier 7 Upgrade 2: Void Hydra
Appearance: An armoured Black/Purple Hydra with 8 heads and purple flames pouring from its mouths.
Description: These Hydras are created in the deepest chasms of Argash, were insane Cultists experiment with Chaos Magic. The Void Hydra is a creature infused with 8 souls of Heretics and endless amounts of Chaos Energy. The human souls grant it power to better control its Energy, and makes it a more dangerous creature overall.
Abilities: Large Creature, Shooter, 8 Shot Attack (This creature fires 8 shots with 12.5% damage each), Focused Blast (Activated ability, the Hydra focuses the power of its 8 heads into a stream of Chaos Energy fired at the enemy. The attack deals 150% damage and can only be used once per combat) , Immune to Mind Control

The Cultist

Hero Name: Cultist
Racial skill: Chaos Magic

Chaos Magic is the Racial skill of the Temple faction, it is a sort of magic only used by those with a strong connection to the planes of Urgash, these mages are known as Cultists. Chaos Magic is different from normal magic in that it doesn’t use Mana, it requires a far more advanced “Dark Mana” only found in the demon’s dimension, and this energy is called “Chaos Energy”. Chaos Magic is only used in combat, and the Chaos Energy is rejuvenated every match, meaning that the Cultist will have maximum Energy at the start of every match. Chaos Magic isn’t governed into levels, as Chaos Magic doesn’t require any buildings. The Chaos Spells instead require the Cultist’s Energy to reach above a certain level, for example, the first Chaos Magic spell requires the Chaos Energy level of 120. You will notice that the highest levels of Chaos Magic requires a Chaos Energy level that isn’t allowed by normal means (Expert Chaos Magic only grants 200), this is where Chaos Heralds come in. Certain creatures in the Cultist’s army have Chaos abilities, which increases the hero’s Chaos Energy by a certain amount. Note that the hero will lose Chaos Spells if enough Chaos Heralds die, since they contribute to the maximum Energy.

Basic Chaos Magic: Allows the Cultist to use Chaos Magic of the first circle. The hero’s Chaos Energy is 100
Advanced Chaos Magic: The hero’s Chaos Energy is increased by 50
Expert Chaos Magic: The hero’s Chaos Energy is increased by 50.
Ultimate Chaos Magic: Grants the hero access to the Avatar of Chaos spell

Chaos Magic:

Mindwarp - The Cultist has a chance to destroy a spell in the enemy hero or creature’s Spellbook, the chance for the spell to trigger on creatures is always 75%, with heroes’ the calculation is as follows: 50% - (enemy hero’s lvl – hero’s lvl), meaning that a low level enemy hero might increase the chance. For example, 50% - (10 – 20) = 50 + 10 = 60 % chance. If the targeted spell has a mass version, both versions will be destroyed. If a hero is successfully targeted by this spell, he/she will have to relearn the spell.
The spell will be acquired at 120 Chaos Energy; the spell drains 40 Chaos Energy when used.

Energy Morph – The Cultist is able to transform Chaos Energy into Mana, or the other way around, the Cultist can transform as much as he likes. 2 Chaos Energy points = 1 Mana point. If the hero morphs enough Mana into Chaos Energy to reach the amount needed for a Chaos Spell, it will be added to the Spellbook until the end of the match. The hero can also morph his Chaos Energy into Mana for his Sorcerers.
The spell will be acquired at 150 Chaos Energy; the spell only drains the Chaos Energy or Mana that is transformed.

Chaos Portal – The Cultist creates several dark portals that sucks in all creatures on the battlefield, the creatures are then teleported to random places on the battlefield.
The spell will be acquired at 200 Chaos Energy; the spell drains 90 Chaos Energy when used.


Chronowarp – The Cultist uses his/her powers to turn back time until his/her last creature’s turn
The spell will be acquired at 250 Chaos Energy; the spell drains 100 Chaos Energy when used.

Grand Mindwarp – The Cultist gains complete access to the enemy hero’s mind, and gets to choose one spell from his/her spellbook to destroy. If the targeted spell has a mass version, both versions will be destroyed. The hero will have to relearn the spell after it is destroyed.
The Spell is acquired at 300 Chaos Energy; the spell drains 200 Chaos Energy when used.

Avatar of Chaos – The Cultist uses the utmost of his skill to spawn an Avatar of Chaos on the battlefield.
The Spell is acquired at 600 Chaos Energy and Ultimate Chaos Magic; the spell drains 600 Chaos Energy when used.

Special Creature (Tier 7): Avatar of Chaos
Appearance: A huge, black/red Demon with wings and large claws
Description: The Avatar of Chaos is the ultimate monster spawned from the fiery depths of Sheog. Its mighty roar inspires the Cultist’s army to fight with greater prowess and its horrible claws makes its enemies tremble with fear.
Abilities: Large Creature, Demonic, Roar of Terror (Activated Ability, the Avatar of Chaos issues a terrible warcry which reduces the morale of enemy creatures’ by 3 and increases your own creatures’ moral by the same amount.), Demon Claw (This creature’s attack has the same effect as “Fear Attack” and resets the target’s ATB value to 0, however, the effect will always trigger no matter how large the enemy stack is.)

Temple Town Heroes

Favoured Attributes: Spellpower, Defence (The Temple town heroes enjoy being a bit defensive while Destruction and Chaos Magic do the work for them, also, Energy Morphing gives them an extra Mana boost)

Adriel – Horde Commander
All Heretics, Sacrificers and Blood Warriors in hero’s army gain 1+ to their Attack and Defence for every two levels gained by the hero, starting on the first level.
Biography: Adriel finds pleasure in watching his minions slaughter each other on his command, as they more than gladly kills their best friend on his command. Unintentionally, this process makes his Heretics train harder in their art, in fear that Adriel may one day pit them against each other.
Skills: Basic Chaos Magic, Basic Leadership -> Recruitment
Starting Spell: Weakness

Tyra – Energizer
The turn delay when using Energy Morph spell is reduced by 30% + 1% per hero level, starting on the first level.
Biography: Tyra discovered her talent for controlling energies during a trip to the Silver Cities, a mage there taught her to connect with her spiritual energies, and she discovered a strong power that scared even her teacher. She could have become a great mage, but a corrupted wizard got to her first, claiming that more power awaited her in the service of Chaos…
Skills: Basic Chaos Magic, Basic Sorcery -> Arcane Training
Starting Spell: Ice Bolt

Rashan – Manticore Spawner
All Horror Manticores, Dread Manticores and Gloom Manticores in hero’s army gain 1+ to their Attack and Defence for every two levels gained by the hero, starting on the first level.
Biography: Rashan is highly respected among his fellow Cultist for his knowledge of the Manticore’s mind. He’s able to work out the amount of Chaos Energy needed for the transformation perfectly, making his evil Manticores stronger and more durable than the standard ones.
Skills: Basic Chaos Magic, Basic Attack -> Battle Frenzy
Starting Spell: Slow

Asaya – Destructionist
Hero gains an increase to Chaos Energy when damaging enemy units with destruction spells. The bonus gained is the destruction spell(s) damage upon the enemy creature / 15. The bonus lasts until the end of battle.
Biography: Asaya was raised in Argash as any child other child, and showed unusual prowess during her exam, where she single-handedly managed to wipe out more than 20 of the other students before being stopped, she was clearly of a higher level. 12 years later, Asaya had successfully attained her Cultist rank, and learned to combine her skills in Destruction with Chaos Magic.
Skills: Advanced Chaos Magic, Basic Destructive Magic
Starting Spell: Fire Ball

Jazael – Shadowmage
With each level up, this hero may spontaneously learn a spell from any magic school except Chaos Magic. The chance is 25 %. For spells of circle 3 or higher, the hero must have their required mastery before the spells can be obtained.
Biography: Jazael was a powerful but arrogant mage who lived only for the search of knowledge. Once a demon approached him with a Book of Secrets, he gladly accepted it. However, Jazael was more powerful than expected, and refused to let the book consume him. After years of training, Jazael had completely tamed the powers of the book but was nevertheless tainted by Chaos Energies, which forced him to join the heretics.
Skills: Basic Chaos Magic, Basic Enlightenment -> Intelligence
Starting Spell: None

Shandra – Empusae Queen
All Empusae, Siren Empusae and Blazing Empusae in hero’s army gain 1+ to their Attack and Defence for every two levels gained by the hero, starting on the first level. Also, Siren Empusae and Blazing Empusae gains Chaos Minion ability.
Biography: Shandra has always admired the beauty and grace of the Empusae, and their destructive abilities. She even went as far as to join them through ancient rituals only known by the Empusae. Now, with both the powers of the Empusae and her abilities as a Cultist, Shandra is worshipped by all Empusae as their most powerful member.
Skills: Basic Chaos Magic, Basic Luck -> Magic Resistance
Starting Spell: Regeneration

Carve – Dark Sphere
Cleansing spell not only removes effects, but also damages enemy units or heals friendly units. The amount healed/damaged is 10*ceil(hero level/2). Ceil is the rounding up function. For example, at level 20 the damage/healing power is 10*ceil(20/2)= 100. The healing power has resurrection.
Biography: Carve’s choice of magic school was rather upsetting for his teachers, as Light Magic isn’t commonly practiced in the lands of Argash, resulting in Carve being considered quite a strange person. Mocked by his fellow students, Carve studied alone for years, but his hard work paid off. He managed to fuse the Mana in his Light Spells with Chaos Energy and created brand new spells that had never been seen in Ashan.
Skills: Basic Chaos Magic, Basic Light Magic, Basic Defense
Starting Spell: Cleansing

Nagi - Chaos Mistress
All creatures with Chaos Herald abilites in hero's army gain Enraged ability and 1+ to their Attack and Defence for every 5 level gained by the hero, starting on 1.
Biography: Nagi isn't human, nor is she elven or demonic, she's an experiment created by the mad Cultists of Argash. How they created her is still unknown, not even Nagi knows, and many think of her than nothing more than a hellspawn. Nevertheless, her skills as a commander and sorceress is not to be trifled with.
Skills: Basic Chaos Magic, Basic Sorcery -> Magic Insight

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 04, 2008 12:05 AM

Daystar, if you can not find another judge.  I'll judge.  I may be nice, but I am honest
____________
Message received.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 04, 2008 12:06 AM
Edited by Cepheus at 00:07, 04 Jul 2008.

Quote:
The deadline is NEXT friday, the 11th.


Thanketh thee.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 04, 2008 01:43 PM

You're welcome.  You owe me scones.

And I still don't have a judge, so Mytical would you mind?  If you could PM me your scores that would be great.  
____________
How exactly is luck a skill?

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emilsn
emilsn


Legendary Hero
posted July 04, 2008 04:48 PM
Edited by emilsn at 16:51, 04 Jul 2008.

Stronghold:
After the story of HoMM5, the Minotaur fled from the elves, which had them in slavery and travel east to meet a new ally, the orcs. They soon learned more about their common origin and they found out that the Minotaur people also had the blood rage boiling inside of them. They teamed up to create the powerful non-magic race. All magic was exiled from the tribes.
    The wyverns and pao kais had been slain in the great war of HoMM5 storyline and the orcs needed another great flying creature. On the wild barrens of the east, they found their substitute: Wild griffins and rocs, these beasts were aggressive and more dangerous then the ones humans had tamed. By letting the wild beast feed on goblins and other dead orc troops they through breeding gained the raging blood ability and became even more furious.
    The new orcs had created a new tribe, a stronger and more furious tribe: The reign of the orcs were soon to come!


Tier 1: Goblin (replicate of HoMM5) – Goblin Trapper (Raging blood, set trap, decoy*) or Hobgoblin (Raging blood, Bash)

Tier 2: Warrior (replicate of HoMM5) – Mauler (replicate of HoMM5) or Raider (Raging blood, enraged, fierce retaliation)

Tier 3: Centaur (replicate of HoMM5) – Centaur Marauder (replicate of HoMM5) or Centaur Skirmisher (Raging blood, shooter, spear thrower**)

Tier 4: Minotaur (Raging blood, bravery) – Minotaur Fighter (Raging blood, bravery, double attack) or Minotaur King (Raging blood, aura of bravery)

Tier 5: Griffin (Raging blood) – Berserker Griffin (Raging Blood, unlimited retaliation, battle frenzy) or Roc (Raging blood, scavenger, fierce retaliation)

Tier 6:  Slayer (replicate of HoMM5) – Chieftain (Raging blood, commanding presence, bash) or Warmonger (Raging Blood, Cleave, Frightful aura)

Tier 7: Cyclops (replicate of HoMM5) – Bloodeyed Cyclops (replicate of HoMM5) or untamed Cyclops (replicate of HoMM5)

*Decoy forces an enemy creature to attack a dummy on the battlefield made by the goblin trapper – the goblin trapper can only set 3 decoys and 3 traps)

**Spear thrower means that centaur spear thrower does more damage the closer the enemy is, determined by the enemy being: a full battlefield away, half a battlefield away or 1/3 battlefield away

Raging blood levels:
Tier 1: Goblin, Goblin Trapper, Goblin Hobgoblin;
Rage level 1: replicate of HoMM5|replicate of HoMM5|+2hp
Rage level 2: replicate of HoMM5|replicate of HoMM5|Assault
Rage level 3: replicate of HoMM5|replicate of HoMM5|+1initiative, +1defense

Tier 2: Warrior, Mauler, Raider;
Rage level 1: replicate of HoMM5|replicate of HoMM5|+8hp
Rage level 2: replicate of HoMM5|replicate of HoMM5|unlimited retaliation
Rage level 3: replicate of HoMM5|replicate of HoMM5|+1speed, +3attack

Tier 3: Centaur, Centaur Marauder, Centaur Skirmisher;
Rage level 1: replicate of HoMM5|replicate of HoMM5|replicate of HoMM5
Rage level 2: replicate of HoMM5|+3hp and +1initative |cripplingwound
Rage level 3: Maneuver|replicate of HoMM5|replicate of HoMM5

Tier 4: Minotaur, Minotaur Fighter Minotaur King;
Rage level 1: +3attack|+3attack|+6hp
Rage level 2: Double attack|bash|bash
Rage level 3: Assault, +1initaive|+1speed, +2hp|+1initiative, +3defense

Tier 5: Griffin, Berserker griffin, Roc;
Rage level 1: +3hp|+5hp|+6 defense
Rage level 2: unlimited retaliation|+4 attack|+1speed, +2hp
Rage level 3: +2initiave|+2initiave|+2initiave                

Tier 6: Slayer, Chieftain, Warmonger;
Rage level 1: replicate of HoMM5|replicate of HoMM5|+1speed, 8hp
Rage level 2: replicate of HoMM5|replicate of HoMM5|+6attack
Rage level 3: replicate of HoMM5|replicate of HoMM5|replicate of HoMM5

Tier 7: Cyclops, Bloodeyed Cyclops, Untamed Cyclops;
Rage level 1: replicate of HoMM5|replicate of HoMM5|replicate of HoMM5
Rage level 2: replicate of HoMM5|replicate of HoMM5|replicate of HoMM5
Rage level 3: replicate of HoMM5|replicate of HoMM5|replicate of HoMM5                

N.B I had some issues making it look good. But I hope it is arranged good enough to be readable
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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Noob
Noob

Tavern Dweller
posted July 05, 2008 04:20 AM
Edited by Noob at 04:23, 05 Jul 2008.

To Lexxan: Finally, some name origionality... I dislke the fact that in Heroes, Cyclops are called Cyclops, Unicorns are called Unicorns etc. Can't they think of exotic and origional names like 'Tauren'/'Murloc' like in Warcraft? If those creatures exsisted in Heroes, they will probably get called Ox-Head Totem Warrior and Spiky Amphibious Fish lol.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted July 05, 2008 05:37 AM
Edited by sith_of_ziost at 06:01, 05 Jul 2008.

Its a dangerous thing to be criticizing the game upon which this community's 20% founded.

UPDATE - Full creature roster posted w/out abilities and Racial posted with full explanation.

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Noob
Noob

Tavern Dweller
posted July 05, 2008 10:49 AM

Quote:
Its a dangerous thing to be criticizing the game upon which this community's 20% founded.

UPDATE - Full creature roster posted w/out abilities and Racial posted with full explanation.


The point of me making that post is to complement Lexxan rather that to  criticize the game. But nevertheless, I stand by my criticisms(Although I believe is minor compaired to the major success the series has had.)
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted July 06, 2008 02:05 AM

Update - Tiers 1 - 6 abilities posted

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted July 06, 2008 02:31 AM

Quit making such good factions. You're making mine look bad.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 06, 2008 07:28 AM

Very interesting so far.  Look forward to judging this contest.
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eugen_cosmarul
eugen_cosmarul


Famous Hero
hey
posted July 09, 2008 12:50 PM
Edited by eugen_cosmarul at 19:07, 10 Jul 2008.

Yay I'll join too

The Forest Keep

Introduction: The Forest Keep is a town formed by communities of mages in the wilderness, known as druids, which have allied with the griffins to protect themselves from the incoming evil represented by demons.

History:

33-36 YSD.: During the Wars of Fire, the Demons pass through the Druids’ forests and kill almost all of them until the intervention of Sar-Elam that ends the slaughter.
93 YSD.: The Druids start to form large communities again and rebuild their keeps. They are known as being in good relationships with elves and humans. No informations are known about the Druids for a long time. They are also known as having Griffins in their armies.
758 YSD.: The forest mages are yet to be rediscovered by the mages of the silver cities, which were seeking allies in their war with the necromancers. After discussions between the 2 sides, they join the Silver League and manage to purge away the Necromancers. For their help, there are rewarded with learning new types of magic, hidden to their knowing before.

Town look: Alike HOMM3 Rampart, but more forests, architectural style of the buildings the same but influenced a bit by Academy.

Line-up:

1. Huntsman Ranger

2. Temple guard Sanctuary guard

3. Vulture Griffin

4. Forest Mage Druid

5. Beastmaster Beastlord

6. Vizier Grand Vizier

7. Sacred Griffin Fiery Griffin

-Huntsmen/Rangers: Units that are skilled in the use of bows.

-Temple/Sanctuary guards: Tank units that have shields enchanted by the Druids.

-Vultures/Griffins: Flying beasts that attack their enemies using their sharp claws and beaks.

-Forest Mages/Druids: Spellcasters, The base unit of the town.

-Beastmasters/Beastlords: The ones who take care of the griffins, and tame them.

-Viziers/Grand Viziers: Powerful attack units that have learned the Wheel of Fortune skill from the Academy mages.

-Sacred Griffins/Fiery Griffins: Ordinary Griffins that have passed many druidic purifying rituals, and yet became extremely strong.

Creatures Abilities:

1. shooter, range penalty shooter, range penalty, pathfinder

2. enraged, enchanted shield enraged, enchanted shield, large shield

3. large creature, immune to blind large creature, immune to blind, unlimited retaliations

4. caster(Stone Spikes) caster(Stone Spikes, Ice bolt), dampen magic

5. command griffin, enraged command griffin, enraged, griffin flight

6. large creature, wheel of fortune, cleave large creature, cleave, fortune seek

7. large creature, unlimited retaliations, fierce retaliation large creature, unlimited retaliations, fierce retaliation, fire breath

-pathfinder: if a stack of rangers is present in hero army, it reduces penalty for moving through rough terrain by 25%.
-enchanted shield: shield offers magic-proof 25% to wearer and to the unit situated 1 tile behind him.
-command griffin: every stack of any type of vulture/griffin present in hero army receives +1 initiative.
-griffin flight: grabs 1 griffin/vulture from a stack to fly at any point of the combat terrain.
-fortune seek: same effect as wheel of fortune, but effect is +2 to 4 luck to allies and -2 to -4 luck to foes.

Hero Class:

Forest Elder: starts with 1 attack, 0 defense, 2 spellpower, 2 knowledge, 20 mana.

Racial skill:

Purify: Can be cast at any creature in hero army. It increases the capacity of fighting and even spellcasting of creatures.

Basic Purify: increases creature’s attack and defense by 2.

Advanced Purify: increases creature’s attack and defense by 3 and restores 5 mana to creature(only for spellcasters).

Expert Purify: increases attack and defense of creatures situated in a 3x3 area by 3 and restores 7 mana to each spellcaster in the area.

Ultimate Purify: increases attack and defense of creatures situated in a 3x3 area by 5 and fully restores mana of each spellcaster in the area.

Perks:

Sacred touch: once per combat, the Forest Elder can use this skill to weaken his target. -1 to target health points and -2 to it’s defense.

Forest Mastery: while fighting in the forest background, all the creatures' defense increases by 1.

Fiery Vengeance: all the creatures in hero army deal additional fire damage when retaliating.

Cursing Ritual(Ultimate skill): the Purify skill can now be performed on enemy creatures with opposite effects(e.g.: basic purify casted on enemy creature will decrease it’s attack and defense by 2).


For judge: I considered the druids as being the mages, since they are mages from the forest.  

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 09, 2008 09:52 PM

My faction will soon be finished, had a really hard time coming up with a racial skill that made sense...

Anyway, Heretic town with Chaos Magic racial skill has been taken, so back off from my idea!
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carcity
carcity


Supreme Hero
Blind Sage
posted July 09, 2008 11:39 PM
Edited by carcity at 23:27, 11 Jul 2008.

I'm in. I have NOT read you other guys ideas (cause i just found this thread) so I excuse now so you will know that if i copy any of your work I did not do so on purpose.

Academy

Story: After Queen Isabel's war. the Wizards where weakend. So they decided to join forces with the dark elves. and so they created a new society. In this society the Wizards and the Warlocks started experiments on the Hydras and the Minotaurs. And by these experiments they created a hubrid between these two. a so called Minohydra. This Minohydra was a very strong creature. They where able to tame it and by doing so they had a very strong creature to compete with the unending armies of demons who still raided in the land.

Also known as: The Wizards and The Warlocks.
Worship: the Wizards still don't worship any god but the Dark Elves still worship their old god Malassa.
Country/kingdom: The new people brought together lives all over Ashan. Underground, On the ground and in the sky.
Capital City: Al Safir is the new capital city for both the Wizards and the Dark Elves. The Dark Elves old capital was destroyed by the demons.
Key Symbol: The Mark of Peace.


Creature Line-up:

Tier 1.

Gremlin.
Abilities: Shooter, No melee penality, No range pnality
Description: When the Dark Elves joined the Wizards. the Dark Elves taught the Gremlins the perfection of close compat and so the Gremlins improved their battle skills.

Tier 1 upgrade.

Gremlin Worker.
Abilities: Shooter, Sabotage, Repair.
Description: These Gremlins didn't want to fight. They believe that to win a war all you have to do is to make sure that your own machines work, and that the enemies machines don't.

Tier 1 alternate upgrade.

Gremlin Soldier.
Abilities: Shooter, No melee penality.
Description: These Gremlins have Mastered the skills of both close combat and range commbat. They also can cary more arrows into the field of battle.

Tier 2.

Golems.
Abilities: Mechanical, Immune to slow.
Description: These Golems are slow but they can deal quite a hit when they come close to an enemy.

Tier 2 upgrade.

Gold Golems.
Abilities: Mechanical, Immune to slow, Magnetism.
Description: These golems where specialy designed to protect it's allies from Magic. and so the Wizards didn't improve it's attack that much.

Tier 2 alternate upgrade.

Diamond Golems.
Abilities: Mechanical, Armoured, Immune to slow, Double attack.
Description: When not very fast, these Golems have almost unpenetrateable skin and is the ultimate warrior. It wields dual swords wich allow it to deal to blows instead of one.

Tier 3.

Blood Maidens.
Abilities: Strike and return, No Enemy Retaliation.
Description: These elite warriors among the Dark Elves are very strong. They have mastered their swords and can strike an enemy and return to it's starting point without retaliaton from the enemy.

Tier 3 upgrade.

Blood Fury.
Abilities: Strike and return, No enemy Retaliation, Poisoned daggers.
Description: These warriors carry special Daggers who can poison their enemy.

Tier 3 alternate upgrade.

Blood Witch.
Abilities: Strike and return, No enemy Retaliation, Item drain.
description: These warriors have mastered the ability to steal their enemys mana and arrows. the arrows will be destroyed but the mana is transferred to the hero.

Tier 4.

Mage.
Abilities: Shooter, Caster, No range penality, Magic attack.
Spellbook: Cleansing, Fireball.
Description: these Mages is the Magic part of the army. They rely heavy on their ability to cast spells on their enemies.

Tier 4 upgrade.

Archmage.
Abilities: Shooter, Caster, No range penality, Magic attack.
Spellbook: Cleansing, Fireball, Vulnerability, Summon Hive.
Description: These Archmages have found ways of improving their spellknowlegde and also their mana by far.

Tier 4 alternate upgrade.

Battlemage.
Abilities: Shooter, Caster, No range penality, Magic attack, Friendly immunity.
Spellbook: Cleansing, Fireball.
Description: these Battlemages have found ways to avoid their allies of being hit by their magic attacks.

Tier 5.

Djinns.
Abilities: Flyer, Random Bless.
Description: These Djinns are very good warriors but they ae also good at blessing their allies.

Tier 5 upgrade.

Djinn Sultan.
Abilities: Flyer, Random bless, Random Curse.
Description: These Djinns have mastered the ability of spellcasting not only can they bless their allies. They can also curse their enemies.

Tier 5 alternate upgrade.

Djinn Vizier.
Abilities: Flyer, Wish come true.
Description: Instead of blessing or cursing the Djinns can heal their allies.

Tier 6.

Lizard Rakshasa.
Abilities: Large creature, No enemy retaliation.
Description: The minotaurs and the hydras where not the only creatures who where mixed. These creatures are fighting machines. it is a lizard with the head of a rakshasa rani. and in the two arms it wields 2 double edged swords.

Tier 6 upgrade.

Mutant lizard rakshasa.
Abilities: large creature, No enemy Retaliation, Lightning breath.
Description: these Lizard Rakshasas have been mutated. Their bloodlust has increased and they also have gained the ability to shock their enemies with it's breath of lightning.

Tier 6 alternate upgrade.

Ultra lizard Rakshasa.
Abilities: Large creature, No enemy retaliation, Two headed attack.
Description: This Lizard Rakshasa has developed a second head. it can move at great speed and attack two enemies at once.

Tier 7.

Minohydra.
Abilities: Large creature, No enemy Retaliation, three headed attack, Horn attack.
Description: the Minohydra. A creature made by the Wizards and the Warlocks. It has three minotaur heads ontop of a Hydras body. It can omve at great speed and has the mintaurs strength. It's horns on the heads is used to ram into the enemy and by doing this it ignores 50% of the enemys defense and also pushes it 1 step backwards.

Tier 7 upgrade.

Flying minohydra.
Abilities: Flyer, Large creature, No enemy Retaliation, Six headed attack, Horn attack.
Description: This minohydra has developed wings so that it can travel faster. and by that it can deal greater strength in it's attacks.

Tier 7 alternate upgrade.

Minohydra Runner.
Abilities: Large creature, No enemy reataliation, Six headed attack, Horn attack, Rush.
Description: This minohydra has instead of Developed wings it has Six legs. so that it can run at great speed. It has gained the ability to rush at an enemy and dealing extra damage.


Abilities that is not curently in the game:
Double attack: like cleave but it allways deals two blows.

Poisoned Daggers: The attack deals a poisoned effect. the poison lasts for 5 turns and deals 3 damage per blood fury.

Item drain: by the attack the Blood witch have a chance to steal mana or arrows from the creature it attacked. the mana is transferred to the hero.

Friendly immunity: the battlemage's magic attack does not hit friendly creatures.

Wish come true: The Djinn Vizier can heal some of thje htpoints of a friendly creature (can ressurect to) the hitpoints healed is multiplyed by 8 from the number of Djinns.

Two headed attack: The Ultra lizard Rakshasa's attack hits two tiles infront of it.

Horn attack: The Minohydras attack ignores 50% of the targets defense. also pushes the target back one tile.

Rush: The Minohydra runner can rush at an enemy who is in its movement rate. the rush deals 1.5 times the damage of the Minohydra Runner (activated ability).

Hero type:Sorcerer.
Racial skill: Spell diviner.
Basic Spell diviner: Increases damage made by level 1 spells.
Advanced Spell diviner: Increases damage made by level 2 spells.
Expert Spell diviner: Increases damage made by level 3 spells. also gives the hero the ability to empower spells.
Ultimate Spell diviner: Increases damage made by level 4 and 5 spells.


That would be all i think. Hope you liked it
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 10, 2008 07:23 PM

I just added my faction, hope ya like it
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 10, 2008 11:39 PM

I'm wanting to post something but it's not finished, could whomever the judge is wait until tomorrow night?  Danke.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 10, 2008 11:41 PM

Yeah, there's something I'd like to ask about... is the deadline until the end of friday or like... 19 minutes from now?
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 11, 2008 01:02 AM

Yeah, sorry, I should have specified, you have unitl 12:59 PM GMT on Friday.  
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How exactly is luck a skill?

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 11, 2008 01:52 AM

I would not be able to start the judging till late friday (Officially saturday morning) Eastern standard time anyhow.
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